Game::LoadingScreen();
patch_size = size / subdivision;
- patch_elements = (patch_size) * (patch_size) * 54;
+ patch_elements = patch_size * patch_size * 54;
CalculateNormals();
return true;
viewdistsquared = viewdistance * viewdistance;
//Only nearby blocks
- beginx = (viewer.x - viewdistance) / (patch_size) - 1;
+ beginx = ((viewer.x - viewdistance) / patch_size) - 1;
if (beginx < 0)
beginx = 0;
- beginz = (viewer.z - viewdistance) / (patch_size) - 1;
+ beginz = ((viewer.z - viewdistance) / patch_size) - 1;
if (beginz < 0)
beginz = 0;
- endx = (viewer.x + viewdistance) / (patch_size) + 1;
+ endx = ((viewer.x + viewdistance) / patch_size) + 1;
if (endx > subdivision)
endx = subdivision;
- endz = (viewer.z + viewdistance) / (patch_size) + 1;
+ endz = ((viewer.z + viewdistance) / patch_size) + 1;
if (endz > subdivision)
endz = subdivision;
//Calculate shadows
for (short int i = 0; i < size; i++) {
for (short int j = 0; j < size; j++) {
- terrainpoint.x = (float)(i) * scale;
- terrainpoint.z = (float)(j) * scale;
+ terrainpoint.x = (float)i * scale;
+ terrainpoint.z = (float)j * scale;
terrainpoint.y = heightmap[i][j] * scale;
shadowed = 0;
- patchx = (float)(i) * subdivision / size;
- patchz = (float)(j) * subdivision / size;
+ patchx = (float)i * subdivision / size;
+ patchz = (float)j * subdivision / size;
if (patchobjects[patchx][patchz].size()) {
for (unsigned int k = 0; k < patchobjects[patchx][patchz].size(); k++) {
unsigned int l = patchobjects[patchx][patchz][k];